EDIT 2:
I went through some other examples I found: There seems to be two similar classes: FbxVector2 and KFbxVector2 where the latter one has the direct access to the included double values. Compare that example:

A little bit more detail would be really appreciated , like an explanation or some examples. ( I have already saw this method but did not really understood what it does or how it does it).
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Taigi Jan 5 '13 at 0:13

Some minutes ago, I edited in a little example I found that can help perhaps. I never worked with FBX so far, let alone wrote an importer, so I'm afraid I cannot really be of more help, sorry.
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Philip AllgaierJan 5 '13 at 0:15

Hmm that looks pretty good ( I will test it out a lil bit latter ) but thnx a lot this should work! ( Wanted to vote up but i can't :( i hate having under 15 rep:()
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Taigi Jan 5 '13 at 0:22

I know the feeling. I also wanted to comment on some other threads earlier, but you need 50 rep for that. You already got an up-vote from me for this thread, because it provides a good starting point for others. Best of luck!
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Philip AllgaierJan 5 '13 at 0:26

Tryed it ... It does not work since GetPolygonCount is a bool function and it also requires 2 parameters
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Taigi Jan 5 '13 at 1:40

I am no expert in FBX but I have some experience with it, here are my suggestions

How do I get the texture coords? Is there a project in the .fbx samples which only display a scene (including animation and texture; I couldn't find one myself)?

I would suggest going over the example in $(FBXSDK)\samples\ImportScene

This will show you how to get the UV Coords and other data

How do I make blender export the texture in a photo format? (like .jpg or .tga)

I have not work with blender exporting FBX, sorry

Are there any mistakes in my displaying way so far?

I had a quick look at your code, so can't say 100% if you have mistakes, but I will give you some suggestions that I learn working with FBX SDK.

Depending on the 3D Software you have to check if you need to convert your UV Coords. For example it could be the same as what your software expects or you need to do this

mine.U = fbx.U

mine.V = 1 - fbx.V

Also FBX depending on the exporter (my experience with 3ds max) it will change Y & Z for translations only, rotation will be inverted. What I want to say is if you export (in 3ds max) Y-UP, lclTranslation will match 1:1 but lclRotation will be like this

myRot.x = fbxRot.x

myRot.y = fbxRot.z

myRot.z = fbxRot.y

Also remember to check to check if the coordinate system is Left or Right and if it matches what your software expect, if not correct it.